Decompiled source of BowPlugin v1.8.5

BowPlugin.dll

Decompiled a month ago
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Linq.Expressions;
using System.Reflection;
using System.Reflection.Emit;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using System.Text;
using System.Text.RegularExpressions;
using BepInEx;
using BepInEx.Bootstrap;
using BepInEx.Configuration;
using BowPlugin.Functions;
using BowPlugin.Patches;
using HarmonyLib;
using ItemManager;
using JetBrains.Annotations;
using LocalizationManager;
using Microsoft.CodeAnalysis;
using ServerSync;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using YamlDotNet.Core;
using YamlDotNet.Core.Events;
using YamlDotNet.Core.Tokens;
using YamlDotNet.Helpers;
using YamlDotNet.Serialization;
using YamlDotNet.Serialization.Converters;
using YamlDotNet.Serialization.EventEmitters;
using YamlDotNet.Serialization.NamingConventions;
using YamlDotNet.Serialization.NodeDeserializers;
using YamlDotNet.Serialization.NodeTypeResolvers;
using YamlDotNet.Serialization.ObjectFactories;
using YamlDotNet.Serialization.ObjectGraphTraversalStrategies;
using YamlDotNet.Serialization.ObjectGraphVisitors;
using YamlDotNet.Serialization.Schemas;
using YamlDotNet.Serialization.TypeInspectors;
using YamlDotNet.Serialization.TypeResolvers;
using YamlDotNet.Serialization.Utilities;
using YamlDotNet.Serialization.ValueDeserializers;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("blacks7ar")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.8.5")]
[assembly: AssemblyInformationalVersion("1.8.5")]
[assembly: AssemblyProduct("BowPlugin")]
[assembly: AssemblyTitle("BowPlugin")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.8.5.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace BowPlugin
{
	[BepInPlugin("blacks7ar.BowPlugin", "BowPlugin", "1.8.5")]
	public class Plugin : BaseUnityPlugin
	{
		private const string modGUID = "blacks7ar.BowPlugin";

		public const string modName = "BowPlugin";

		public const string modAuthor = "blacks7ar";

		public const string modVersion = "1.8.5";

		public const string tsLink = "https://valheim.thunderstore.io/package/blacks7ar/BowPlugin/";

		private static readonly Harmony _harmony = new Harmony("blacks7ar.BowPlugin");

		private static readonly ConfigSync _configSync = new ConfigSync("blacks7ar.BowPlugin")
		{
			DisplayName = "BowPlugin",
			CurrentVersion = "1.8.5",
			MinimumRequiredVersion = "1.8.5"
		};

		private static ConfigEntry<BowPlugin.Functions.Toggle> _serverConfigLocked;

		private static ConfigEntry<KeyCode> _nextArrowKey;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _autoEquipbow;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _arrowSelection;

		public static ConfigEntry<float> _accuracyMultiplier;

		public static ConfigEntry<float> _velocityMultiplier;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableExpMultiplier;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _scaleByBowLevel;

		public static ConfigEntry<float> _bowDrawSpeed;

		public static ConfigEntry<float> _bowDrawSpeedFactor;

		public static ConfigEntry<float> _bowZoomSpeedFactor;

		public static ConfigEntry<float> _bowExpMultiplier;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _scaleByXbowLevel;

		public static ConfigEntry<float> _xbowReloadSpeed;

		public static ConfigEntry<float> _xbowReloadSpeedFactor;

		public static ConfigEntry<float> _xbowRecoil;

		public static ConfigEntry<float> _xbowExpMultiplier;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _displayExpGained;

		public static ConfigEntry<float> _sneakAttackMultiplier;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableRotation;

		public static ConfigEntry<float> _critChance;

		public static ConfigEntry<float> _critBonus;

		public static ConfigEntry<CrosshairSelection> _crosshairSelection;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableBowZoom;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableAutoZoom;

		public static ConfigEntry<Color> _crosshairColor;

		public static ConfigEntry<KeyCode> _zoomKey;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableXbowZoom;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableXbowSpeedRdction;

		public static ConfigEntry<float> _bowLaunchAngle;

		public static ConfigEntry<float> _xbowLaunchAngle;

		public static ConfigEntry<float> _spawnChance;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _bowSpeedReduction;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _bowDrawSpeedTweak;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _xbowReloadSpeedTweak;

		public static ConfigEntry<BowPlugin.Functions.Toggle> _enableArrowReticle;

		public static ConfigEntry<Color> _ammoTextColor;

		public static ConfigEntry<Color> _ammoReticleColor;

		public static ConfigEntry<float> _reticleDuration;

		public static float _zoomIntimer;

		public static float _zoomOutTimer;

		public static float _zoomOutDelayTimer;

		public static float _defaultZoom;

		public static float _previousZoom;

		public static float _currentZoom = 0f;

		public static float _bowZoomFactor = 2f;

		public static float _stayInZoomTime = 2f;

		public static float _spineTimer = 0.5f;

		public static Transform _spine;

		public static bool _onBowDrawing;

		public static ZoomLevel _zoomLevel;

		public static GameObject _PrefabContainer;

		public static Plugin _Instance;

		private const string GeneralSection = "2- General";

		private const string ReticleSection = "3- Reticle";

		private const string BowSection = "4- Bows";

		private const string CrossbowSection = "5 Crossbows";

		private const string SkillExpSection = "6- Skill Exp";

		private const string OtherFeatures = "7- Other Features";

		public static bool _IsBBHInstalled;

		private ConfigEntry<T> config<T>(string group, string name, T value, ConfigDescription description, bool synchronizedConfig = true)
		{
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0030: Expected O, but got Unknown
			ConfigDescription val = new ConfigDescription(description.Description + (synchronizedConfig ? " [Synced with Server]" : " [Not Synced with Server]"), description.AcceptableValues, description.Tags);
			ConfigEntry<T> val2 = ((BaseUnityPlugin)this).Config.Bind<T>(group, name, value, val);
			_configSync.AddConfigEntry<T>(val2).SynchronizedConfig = synchronizedConfig;
			return val2;
		}

		public void Awake()
		{
			//IL_002e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0039: Expected O, but got Unknown
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Expected O, but got Unknown
			//IL_00c5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d0: Expected O, but got Unknown
			//IL_00fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_0109: Expected O, but got Unknown
			//IL_0125: Unknown result type (might be due to invalid IL or missing references)
			//IL_0130: Expected O, but got Unknown
			//IL_0154: Unknown result type (might be due to invalid IL or missing references)
			//IL_0164: Unknown result type (might be due to invalid IL or missing references)
			//IL_016f: Expected O, but got Unknown
			//IL_0193: Unknown result type (might be due to invalid IL or missing references)
			//IL_01a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ae: Expected O, but got Unknown
			//IL_01dc: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e7: Expected O, but got Unknown
			//IL_0215: Unknown result type (might be due to invalid IL or missing references)
			//IL_0220: Expected O, but got Unknown
			//IL_024e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0259: Expected O, but got Unknown
			//IL_0287: Unknown result type (might be due to invalid IL or missing references)
			//IL_0292: Expected O, but got Unknown
			//IL_02c0: Unknown result type (might be due to invalid IL or missing references)
			//IL_02cb: Expected O, but got Unknown
			//IL_02e7: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f2: Expected O, but got Unknown
			//IL_030e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0319: Expected O, but got Unknown
			//IL_0335: Unknown result type (might be due to invalid IL or missing references)
			//IL_0340: Expected O, but got Unknown
			//IL_036e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0379: Expected O, but got Unknown
			//IL_03a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_03b2: Expected O, but got Unknown
			//IL_03e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_03eb: Expected O, but got Unknown
			//IL_0407: Unknown result type (might be due to invalid IL or missing references)
			//IL_0412: Expected O, but got Unknown
			//IL_0440: Unknown result type (might be due to invalid IL or missing references)
			//IL_044b: Expected O, but got Unknown
			//IL_0467: Unknown result type (might be due to invalid IL or missing references)
			//IL_0472: Expected O, but got Unknown
			//IL_048e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0499: Expected O, but got Unknown
			//IL_04c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_04d2: Expected O, but got Unknown
			//IL_0500: Unknown result type (might be due to invalid IL or missing references)
			//IL_050b: Expected O, but got Unknown
			//IL_0527: Unknown result type (might be due to invalid IL or missing references)
			//IL_0532: Expected O, but got Unknown
			//IL_054f: Unknown result type (might be due to invalid IL or missing references)
			//IL_055a: Expected O, but got Unknown
			//IL_0576: Unknown result type (might be due to invalid IL or missing references)
			//IL_0581: Expected O, but got Unknown
			//IL_059d: Unknown result type (might be due to invalid IL or missing references)
			//IL_05a8: Expected O, but got Unknown
			//IL_05d6: Unknown result type (might be due to invalid IL or missing references)
			//IL_05e1: Expected O, but got Unknown
			//IL_05fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_0608: Expected O, but got Unknown
			//IL_0636: Unknown result type (might be due to invalid IL or missing references)
			//IL_0641: Expected O, but got Unknown
			//IL_066f: Unknown result type (might be due to invalid IL or missing references)
			//IL_067a: Expected O, but got Unknown
			//IL_0696: Unknown result type (might be due to invalid IL or missing references)
			//IL_06a1: Expected O, but got Unknown
			//IL_06bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_06c8: Expected O, but got Unknown
			//IL_06e4: Unknown result type (might be due to invalid IL or missing references)
			//IL_06ef: Expected O, but got Unknown
			//IL_070e: Unknown result type (might be due to invalid IL or missing references)
			//IL_071e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0729: Expected O, but got Unknown
			//IL_0757: Unknown result type (might be due to invalid IL or missing references)
			//IL_0761: Expected O, but got Unknown
			//IL_077d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0788: Expected O, but got Unknown
			//IL_07a4: Unknown result type (might be due to invalid IL or missing references)
			//IL_07af: Expected O, but got Unknown
			_Instance = this;
			Localizer.Load();
			((BaseUnityPlugin)this).Config.SaveOnConfigSet = false;
			_serverConfigLocked = config("1- ServerSync", "Lock Configuration", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, the configuration is locked and can be changed by server admins only.", (AcceptableValueBase)null, Array.Empty<object>()));
			_configSync.AddLockingConfigEntry<BowPlugin.Functions.Toggle>(_serverConfigLocked);
			_accuracyMultiplier = config("2- General", "Accuracy Multiplier", 0f, new ConfigDescription("Projectiles accuracy multiplier.\nRecommended: 0", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 1f), new object[1]
			{
				new BowPlugin.Functions.ConfigurationManagerAttributes
				{
					ShowRangeAsPercent = false
				}
			}));
			_velocityMultiplier = config("2- General", "Velocity Multiplier", 4f, new ConfigDescription("Projectiles velocity multiplier.\nRecommended: 3", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 5f), Array.Empty<object>()));
			_spawnChance = config("2- General", "Retrieve Chance", 0.25f, new ConfigDescription("Arrow and bolt retrieve chance.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 1f), Array.Empty<object>()));
			_enableArrowReticle = config("3- Reticle", "Custom Bow Reticle", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disable new bow reticle.", (AcceptableValueBase)null, Array.Empty<object>()));
			_ammoReticleColor = config<Color>("3- Reticle", "Ammo Reticle Color", new Color(255f, 255f, 255f, 1f), new ConfigDescription("Use to modify the new custom reticle color.", (AcceptableValueBase)null, Array.Empty<object>()));
			_ammoTextColor = config<Color>("3- Reticle", "Ammo Name Text Color", new Color(255f, 255f, 255f, 1f), new ConfigDescription("Use to modify the ammos name color.", (AcceptableValueBase)null, Array.Empty<object>()));
			_reticleDuration = config("3- Reticle", "Reticle Duration", 2f, new ConfigDescription("How long does the reticle hud stays visible in seconds.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1f, 25f), Array.Empty<object>()));
			_bowLaunchAngle = config("4- Bows", "Launch Angle", -1f, new ConfigDescription("The vertical angle at which the projectile leaves the bow after being fired.\nVanilla: 0", (AcceptableValueBase)(object)new AcceptableValueRange<float>(-5f, 0f), Array.Empty<object>()));
			_bowDrawSpeed = config("4- Bows", "Draw Speed", 1f, new ConfigDescription("Bows draw speed value if ScaleBySkillLevel is set to Off.\nVanilla: 2.5", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 5f), Array.Empty<object>()));
			_bowDrawSpeedFactor = config("4- Bows", "Bow Draw Speed Factor", 0.6f, new ConfigDescription("Bow draw speed factor at bow skill level 100\nIf Scale By Skill Level is On\nRecommended: 0.6", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 2f), Array.Empty<object>()));
			_bowZoomSpeedFactor = config("4- Bows", "Bow Zoom Speed Factor", 1.4f, new ConfigDescription("Bow zoom speed factor at bow skill level 100.\nRecommended: 1.4", (AcceptableValueBase)(object)new AcceptableValueRange<float>(1.2f, 2f), Array.Empty<object>()));
			_scaleByBowLevel = config("4- Bows", "Scale By Skill Level", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, bow draw speed is scaled by bows skill level.", (AcceptableValueBase)null, Array.Empty<object>()));
			_bowSpeedReduction = config("4- Bows", "BowDraw MovementSpeed Reduction", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, speed will be reduced while aiming/drawing a bow", (AcceptableValueBase)null, Array.Empty<object>()));
			_bowDrawSpeedTweak = config("4- Bows", "Tweak Draw Speed", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, bow draw speed is overwritten by this mod.", (AcceptableValueBase)null, Array.Empty<object>()));
			_xbowRecoil = config("5 Crossbows", "Recoil", 0f, new ConfigDescription("Crossbows pushback amount.\nVanilla: 40", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 50f), Array.Empty<object>()));
			_xbowReloadSpeed = config("5 Crossbows", "Reload Speed", 0.6f, new ConfigDescription("Crossbows reload time value if ScaleBySkillLevel is set to Off.\nVanilla: 3.5", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 5f), Array.Empty<object>()));
			_xbowReloadSpeedFactor = config("5 Crossbows", "Reload Speed Factor", 2f, new ConfigDescription("Crossbow reload speed factor at crossbow skill level 100\nIf Scale By Skill Level is On", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 3.5f), Array.Empty<object>()));
			_scaleByXbowLevel = config("5 Crossbows", "Scale By Skill Level", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, crossbows reload time is scaled by crossbows skill level.", (AcceptableValueBase)null, Array.Empty<object>()));
			_xbowLaunchAngle = config("5 Crossbows", "Launch Angle", -1f, new ConfigDescription("The vertical angle at which the projectile leaves the crossbow after being fired.\nVanilla: -1", (AcceptableValueBase)(object)new AcceptableValueRange<float>(-5f, 0f), Array.Empty<object>()));
			_xbowReloadSpeedTweak = config("5 Crossbows", "Tweak Reload Speed", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, crossbows reload speed is overwritten by this mod.", (AcceptableValueBase)null, Array.Empty<object>()));
			_enableExpMultiplier = config("6- Skill Exp", "Enable Exp Multiplier", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables exp multiplier for both bows and crossbows.", (AcceptableValueBase)null, Array.Empty<object>()));
			_bowExpMultiplier = config("6- Skill Exp", "Bows Exp Multiplier", 1f, new ConfigDescription("Exp multiplier for bow skill.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0.1f, 5f), Array.Empty<object>()));
			_xbowExpMultiplier = config("6- Skill Exp", "Crossbows Exp Multiplier", 1f, new ConfigDescription("Exp multiplier for crossbow skill.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0.1f, 5f), Array.Empty<object>()));
			_displayExpGained = config("6- Skill Exp", "Display Exp Gained", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables exp gained notification for both bows and crossbows.", (AcceptableValueBase)null, Array.Empty<object>()));
			_nextArrowKey = config<KeyCode>("7- Other Features", "Next Arrow Hotkey", (KeyCode)103, new ConfigDescription("Key to press to change arrows.", (AcceptableValueBase)null, Array.Empty<object>()));
			_autoEquipbow = config("7- Other Features", "Auto Equip Bow", BowPlugin.Functions.Toggle.On, new ConfigDescription("When NextArrowHotkey is pressed, bow is auto equip.\n(Only works if there's only one type of bow in the inventory.", (AcceptableValueBase)null, Array.Empty<object>()));
			_arrowSelection = config("7- Other Features", "Display Equipped Arrow Message", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables notification when NextArrowHotkey is pressed.", (AcceptableValueBase)null, Array.Empty<object>()));
			_sneakAttackMultiplier = config("7- Other Features", "Sneak Attack Multiplier", 1f, new ConfigDescription("Bonus damage multiplier to creatures with a successful sneak attack.\nRecommended: 1", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 2f), Array.Empty<object>()));
			_enableRotation = config("7- Other Features", "Enable Character Rotation", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, character always faces the direction of your crosshair.", (AcceptableValueBase)null, Array.Empty<object>()));
			_critChance = config("2- General", "Critical Chance", 25f, new ConfigDescription("Percentage chance to make a custom critical hit using bows or crossbows.\nSet to 0 to disable\nNeeds logout to take effect", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 50f), Array.Empty<object>()));
			_critBonus = config("2- General", "Critical Damage Multiplier", 3f, new ConfigDescription("Damage multiplier for a successful custom critical hit.", (AcceptableValueBase)(object)new AcceptableValueRange<float>(0f, 10f), Array.Empty<object>()));
			_crosshairSelection = config("2- General", "Crosshair Options", CrosshairSelection.Default, new ConfigDescription("Custom crosshair selection for bows crosshair.", (AcceptableValueBase)null, Array.Empty<object>()));
			_enableBowZoom = config("4- Bows", "Enable Zooming", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables bow draw zooming.", (AcceptableValueBase)null, Array.Empty<object>()));
			_enableAutoZoom = config("4- Bows", "Auto Zoom In", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables auto zooming in when drawing a bow.", (AcceptableValueBase)null, Array.Empty<object>()));
			_crosshairColor = config<Color>("2- General", "Crosshair Color", new Color(255f, 0f, 0f), new ConfigDescription("Crosshair color selection.", (AcceptableValueBase)null, Array.Empty<object>()));
			((BaseUnityPlugin)this).Config.SaveOnConfigSet = true;
			_zoomKey = ((BaseUnityPlugin)this).Config.Bind<KeyCode>("2- General", "Zoom Key", (KeyCode)120, new ConfigDescription("Key to press to zoom-in while drawing a bow when auto zoom is disabled.", (AcceptableValueBase)null, Array.Empty<object>()));
			_enableXbowZoom = config("5 Crossbows", "Enable Zooming", BowPlugin.Functions.Toggle.On, new ConfigDescription("Enable/Disables crossbow zooming.", (AcceptableValueBase)null, Array.Empty<object>()));
			_enableXbowSpeedRdction = config("5 Crossbows", "Speed Reduction", BowPlugin.Functions.Toggle.On, new ConfigDescription("If On, reduce walking speed when reloading a crossbow.", (AcceptableValueBase)null, Array.Empty<object>()));
			_IsBBHInstalled = Helper.CheckBBHMod();
			SetupPrefabs.Init();
			CustomCrosshairs.Init();
			PrefabContainerInit();
			((BaseUnityPlugin)this).Config.SaveOnConfigSet = true;
			((BaseUnityPlugin)this).Config.Save();
			Assembly executingAssembly = Assembly.GetExecutingAssembly();
			_harmony.PatchAll(executingAssembly);
		}

		private void OnDestroy()
		{
			((BaseUnityPlugin)this).Config.Save();
		}

		private void Update()
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			//IL_0041: Unknown result type (might be due to invalid IL or missing references)
			Scene activeScene = SceneManager.GetActiveScene();
			if (!(((Scene)(ref activeScene)).name != "main") && ZInput.instance != null && !ZNet.instance.InPasswordDialog() && _nextArrowKey != null)
			{
				Player localPlayer = Player.m_localPlayer;
				if (Input.GetKeyDown(_nextArrowKey.Value) && ((Character)localPlayer).TakeInput())
				{
					BowFeature.SwitchArrow();
				}
				if (_zoomLevel == ZoomLevel.ZoomedIn && Input.GetKeyDown((KeyCode)114) && ((Character)localPlayer).TakeInput())
				{
					GameCamera.instance.m_fov = _defaultZoom;
					_zoomLevel = ZoomLevel.FixedZoom;
					_zoomOutDelayTimer = 0f;
					_zoomIntimer = 0f;
					_zoomOutTimer = 0f;
					((Character)localPlayer).SetWalk(false);
				}
			}
		}

		public static void PrefabContainerInit()
		{
			//IL_000d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0017: Expected O, but got Unknown
			if (!_IsBBHInstalled)
			{
				_PrefabContainer = new GameObject("ArrowContainer");
				_PrefabContainer.SetActive(false);
				Object.DontDestroyOnLoad((Object)(object)_PrefabContainer);
			}
		}
	}
}
namespace BowPlugin.Patches
{
	[HarmonyPatch]
	public static class AttackPatch
	{
		[HarmonyPrefix]
		[HarmonyPatch(typeof(Attack), "FireProjectileBurst")]
		public static bool FireProjectileBurst_Prefix(Attack __instance)
		{
			//IL_0051: Unknown result type (might be due to invalid IL or missing references)
			//IL_0056: Unknown result type (might be due to invalid IL or missing references)
			if (!__instance.m_bowDraw || !__instance.m_requiresReload)
			{
				return true;
			}
			for (int i = 0; i < __instance.m_projectiles; i++)
			{
				if (__instance.m_destroyPreviousProjectile && Object.op_Implicit((Object)(object)__instance.m_weapon.m_lastProjectile))
				{
					ZNetScene.instance.Destroy(__instance.m_weapon.m_lastProjectile);
					__instance.m_weapon.m_lastProjectile = null;
				}
				new HitData().m_backstabBonus = Helper.BackstabBonusMultiplier(__instance.m_weapon.m_shared.m_backstabBonus, ((Character)__instance.m_character).GetSkillFactor((SkillType)101));
			}
			return true;
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Attack), "Start")]
		public static void AttackStart_Prefix(Attack __instance, Humanoid character)
		{
			//IL_0134: Unknown result type (might be due to invalid IL or missing references)
			//IL_0139: Unknown result type (might be due to invalid IL or missing references)
			//IL_0150: Unknown result type (might be due to invalid IL or missing references)
			//IL_0152: Unknown result type (might be due to invalid IL or missing references)
			//IL_016f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			//IL_0188: Unknown result type (might be due to invalid IL or missing references)
			//IL_018a: Unknown result type (might be due to invalid IL or missing references)
			if ((__instance == null && !((Character)character).IsPlayer()) || (((Character)character).m_name != "Human" && (Object)(object)character != (Object)(object)Player.m_localPlayer) || (!__instance.m_bowDraw && !__instance.m_requiresReload) || !((Character)character).GetSEMan().HaveStatusEffect(StringExtensionMethods.GetStableHashCode("BowMastery")))
			{
				return;
			}
			SE_Critical sE_Critical = ((Character)character).GetSEMan().GetStatusEffect(StringExtensionMethods.GetStableHashCode("BowMastery")) as SE_Critical;
			if (!((float)new Random().Next(1, 100) <= sE_Critical.GetCritChance()))
			{
				return;
			}
			Attack obj = __instance;
			obj.m_damageMultiplier *= sE_Critical.GetCritBonus();
			foreach (Vector3 item in Enumerable.Select(Enumerable.Select(Enumerable.Select(new List<HitPoint>(), (HitPoint item) => new { item, item.go }), <>h__TransparentIdentifier0 => new
			{
				<>h__TransparentIdentifier0 = <>h__TransparentIdentifier0,
				vector = <>h__TransparentIdentifier0.item.avgPoint / (float)<>h__TransparentIdentifier0.item.count
			}), <>h__TransparentIdentifier1 => (Vector3)((int)__instance.m_hitPointtype switch
			{
				1 => <>h__TransparentIdentifier1.vector, 
				2 => <>h__TransparentIdentifier1.<>h__TransparentIdentifier0.item.firstPoint, 
				0 => <>h__TransparentIdentifier1.<>h__TransparentIdentifier0.item.closestPoint, 
				_ => <>h__TransparentIdentifier1.vector, 
			})))
			{
				__instance.m_weapon.m_shared.m_hitEffect.Create(item, Quaternion.identity, (Transform)null, 1f, -1);
				__instance.m_hitEffect.Create(item, Quaternion.identity, (Transform)null, 1f, -1);
				Object.Instantiate<GameObject>(SetupPrefabs._fxBowCrit, item, Quaternion.identity);
			}
			((Character)character).Message((MessageType)1, "<color=orange>Critical Hit!</color>", 0, (Sprite)null);
			Debug.Log((object)"Critical Hit!");
		}

		[HarmonyPostfix]
		[HarmonyPatch(typeof(Attack), "Start")]
		public static void AttackStart_Postfix(Attack __instance)
		{
			//IL_00ae: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b8: Invalid comparison between Unknown and I4
			//IL_0179: Unknown result type (might be due to invalid IL or missing references)
			//IL_017f: Invalid comparison between Unknown and I4
			//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00be: Invalid comparison between Unknown and I4
			//IL_01b8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01bf: Invalid comparison between Unknown and I4
			if (__instance == null)
			{
				return;
			}
			Humanoid character = __instance.m_character;
			Player val = (Player)(object)((character is Player) ? character : null);
			if (val == null || (((Character)val).m_name != "Human" && (Object)(object)val != (Object)(object)Player.m_localPlayer) || (((Humanoid)val).GetCurrentWeapon() != null && ((Humanoid)val).GetCurrentWeapon().m_shared.m_ammoType == "$ammo_bullets"))
			{
				return;
			}
			ItemData ammoItem = ((Humanoid)val).GetAmmoItem();
			if (ammoItem != null && ammoItem.m_shared.m_name.ToLower().Contains("bait"))
			{
				return;
			}
			bool flag = ((Humanoid)val).GetCurrentWeapon() == null;
			if (!flag)
			{
				SkillType skillType = ((Humanoid)val).GetCurrentWeapon().m_shared.m_skillType;
				bool flag2 = (((int)skillType == 8 || (int)skillType == 14) ? true : false);
				flag = !flag2;
			}
			if (flag)
			{
				return;
			}
			Plugin._velocityMultiplier.SettingChanged += delegate
			{
				Attack obj7 = __instance;
				obj7.m_projectileVel *= Plugin._velocityMultiplier.Value;
				Attack obj8 = __instance;
				obj8.m_projectileVelMin *= Plugin._velocityMultiplier.Value;
			};
			Attack obj = __instance;
			obj.m_projectileVel *= Plugin._velocityMultiplier.Value;
			Attack obj2 = __instance;
			obj2.m_projectileVelMin *= Plugin._velocityMultiplier.Value;
			Plugin._accuracyMultiplier.SettingChanged += delegate
			{
				Attack obj5 = __instance;
				obj5.m_projectileAccuracy *= Plugin._accuracyMultiplier.Value;
				Attack obj6 = __instance;
				obj6.m_projectileAccuracyMin *= Plugin._accuracyMultiplier.Value;
			};
			Attack obj3 = __instance;
			obj3.m_projectileAccuracy *= Plugin._accuracyMultiplier.Value;
			Attack obj4 = __instance;
			obj4.m_projectileAccuracyMin *= Plugin._accuracyMultiplier.Value;
			if ((int)((Humanoid)val).GetCurrentWeapon().m_shared.m_skillType == 8)
			{
				Plugin._bowLaunchAngle.SettingChanged += delegate
				{
					__instance.m_launchAngle = Plugin._bowLaunchAngle.Value;
				};
				__instance.m_launchAngle = Plugin._bowLaunchAngle.Value;
			}
			else if ((int)((Humanoid)val).GetCurrentWeapon().m_shared.m_skillType == 14)
			{
				Plugin._xbowLaunchAngle.SettingChanged += delegate
				{
					__instance.m_launchAngle = Plugin._xbowLaunchAngle.Value;
				};
				__instance.m_launchAngle = Plugin._xbowLaunchAngle.Value;
			}
		}
	}
	[HarmonyPatch]
	public static class CharacterPatch
	{
		[HarmonyTranspiler]
		[HarmonyPatch(typeof(Character), "UpdateStagger")]
		private static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
		{
			foreach (CodeInstruction instruction in instructions)
			{
				if (CodeInstructionExtensions.Is(instruction, OpCodes.Ldc_R4, (object)3f))
				{
					instruction.operand = 4f;
				}
			}
			return instructions;
		}
	}
	[HarmonyPatch]
	public static class GameCameraPatch
	{
		[HarmonyPriority(100)]
		[HarmonyPostfix]
		[HarmonyPatch(typeof(GameCamera), "GetCameraPosition")]
		private static void GetCameraPosition_Postfix(GameCamera __instance, float dt, Vector3 pos, Quaternion rot)
		{
			if ((Object)(object)__instance != (Object)null && Plugin._enableBowZoom.Value == BowPlugin.Functions.Toggle.On && Plugin._defaultZoom == 0f)
			{
				Plugin._defaultZoom = __instance.m_fov;
			}
		}

		[HarmonyPriority(0)]
		[HarmonyPrefix]
		[HarmonyPatch(typeof(GameCamera), "UpdateCamera")]
		public static void UpdateCamera_Prefix(GameCamera __instance)
		{
			bool flag = Plugin._enableBowZoom.Value == BowPlugin.Functions.Toggle.On;
			if (flag)
			{
				ZoomLevel zoomLevel = Plugin._zoomLevel;
				bool flag2 = (uint)(zoomLevel - 1) <= 1u;
				flag = flag2;
			}
			if (flag)
			{
				__instance.m_fov = Plugin._currentZoom;
			}
		}
	}
	[HarmonyPatch]
	public static class HudPatch
	{
		[CompilerGenerated]
		private sealed class <PulseText>d__22 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public TMP_Text text;

			public float scaleUp;

			public float duration;

			private RectTransform <rect>5__2;

			private Vector3 <targetScale>5__3;

			private float <time>5__4;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <PulseText>d__22(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<rect>5__2 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0039: Unknown result type (might be due to invalid IL or missing references)
				//IL_0044: Unknown result type (might be due to invalid IL or missing references)
				//IL_004f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0054: Unknown result type (might be due to invalid IL or missing references)
				//IL_007e: Unknown result type (might be due to invalid IL or missing references)
				//IL_0084: Unknown result type (might be due to invalid IL or missing references)
				//IL_0096: Unknown result type (might be due to invalid IL or missing references)
				//IL_00eb: Unknown result type (might be due to invalid IL or missing references)
				//IL_00f0: Unknown result type (might be due to invalid IL or missing references)
				//IL_0102: Unknown result type (might be due to invalid IL or missing references)
				//IL_0137: Unknown result type (might be due to invalid IL or missing references)
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
					<>1__state = -1;
					<rect>5__2 = text.rectTransform;
					((Transform)<rect>5__2).localScale = _baseScale;
					<targetScale>5__3 = _baseScale * scaleUp;
					<time>5__4 = 0f;
					goto IL_00b7;
				case 1:
					<>1__state = -1;
					goto IL_00b7;
				case 2:
					{
						<>1__state = -1;
						break;
					}
					IL_00b7:
					if (<time>5__4 < duration)
					{
						<time>5__4 += Time.deltaTime;
						((Transform)<rect>5__2).localScale = Vector3.Lerp(_baseScale, <targetScale>5__3, <time>5__4 / duration);
						<>2__current = null;
						<>1__state = 1;
						return true;
					}
					<time>5__4 = 0f;
					break;
				}
				if (<time>5__4 < duration)
				{
					<time>5__4 += Time.deltaTime;
					((Transform)<rect>5__2).localScale = Vector3.Lerp(<targetScale>5__3, _baseScale, <time>5__4 / duration);
					<>2__current = null;
					<>1__state = 2;
					return true;
				}
				((Transform)<rect>5__2).localScale = _baseScale;
				return false;
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		[CompilerGenerated]
		private sealed class <ShowAndFadeHud>d__23 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			public TMP_Text text;

			public float fadeTime;

			private CanvasGroup <group>5__2;

			private float <start>5__3;

			private float <time>5__4;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <ShowAndFadeHud>d__23(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<group>5__2 = null;
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_0071: Unknown result type (might be due to invalid IL or missing references)
				//IL_007b: Expected O, but got Unknown
				switch (<>1__state)
				{
				default:
					return false;
				case 0:
				{
					<>1__state = -1;
					float value = Plugin._reticleDuration.Value;
					<group>5__2 = ((Component)text).GetComponent<CanvasGroup>();
					if ((Object)(object)<group>5__2 == (Object)null)
					{
						return false;
					}
					<group>5__2.alpha = 1f;
					((Component)<group>5__2).gameObject.SetActive(true);
					<>2__current = (object)new WaitForSeconds(value);
					<>1__state = 1;
					return true;
				}
				case 1:
					<>1__state = -1;
					<start>5__3 = <group>5__2.alpha;
					<time>5__4 = 0f;
					break;
				case 2:
					<>1__state = -1;
					break;
				}
				if (<time>5__4 < fadeTime)
				{
					<time>5__4 += Time.deltaTime;
					<group>5__2.alpha = Mathf.Lerp(<start>5__3, 0f, <time>5__4 / fadeTime);
					<>2__current = null;
					<>1__state = 2;
					return true;
				}
				<group>5__2.alpha = 0f;
				((Component)<group>5__2).gameObject.SetActive(false);
				return false;
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		[CompilerGenerated]
		private sealed class <UpdateAmmoHud>d__20 : IEnumerator<object>, IEnumerator, IDisposable
		{
			private int <>1__state;

			private object <>2__current;

			object IEnumerator<object>.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			object IEnumerator.Current
			{
				[DebuggerHidden]
				get
				{
					return <>2__current;
				}
			}

			[DebuggerHidden]
			public <UpdateAmmoHud>d__20(int <>1__state)
			{
				this.<>1__state = <>1__state;
			}

			[DebuggerHidden]
			void IDisposable.Dispose()
			{
				<>1__state = -2;
			}

			private bool MoveNext()
			{
				//IL_001d: Unknown result type (might be due to invalid IL or missing references)
				//IL_0027: Expected O, but got Unknown
				//IL_0055: Unknown result type (might be due to invalid IL or missing references)
				//IL_0069: Unknown result type (might be due to invalid IL or missing references)
				int num = <>1__state;
				if (num != 0)
				{
					if (num != 1)
					{
						return false;
					}
					<>1__state = -1;
					Player localPlayer = Player.m_localPlayer;
					if (!((Object)(object)localPlayer == (Object)null))
					{
						BowFeature.ShowAmmoEquipped();
						((Graphic)_ammoHudText).color = Plugin._ammoTextColor.Value;
						((Graphic)_ammoReticle).color = Plugin._ammoReticleColor.Value;
						(int currentStack, string currentName, int nextStack, string nextName, int prevStack, string prevName) ammoHudNames = BowFeature.GetAmmoHudNames(localPlayer);
						int item = ammoHudNames.currentStack;
						string item2 = ammoHudNames.currentName;
						int item3 = ammoHudNames.nextStack;
						string item4 = ammoHudNames.nextName;
						int item5 = ammoHudNames.prevStack;
						string item6 = ammoHudNames.prevName;
						string text = Localization.instance.Localize(item2);
						if (!string.IsNullOrEmpty(text) && _lastEquippedArrow != text)
						{
							_lastEquippedArrow = text;
							_ammoHudText.text = $"   x{item} {text}";
							if (_pulseCoroutine != null)
							{
								((MonoBehaviour)Hud.instance).StopCoroutine(_pulseCoroutine);
							}
							_pulseCoroutine = ((MonoBehaviour)Hud.instance).StartCoroutine(PulseText(_ammoHudText));
							if (_currentAmmoRoutine != null)
							{
								((MonoBehaviour)Hud.instance).StopCoroutine(_currentAmmoRoutine);
							}
							_currentAmmoRoutine = ((MonoBehaviour)Hud.instance).StartCoroutine(ShowAndFadeHud(_ammoHudText));
						}
						if (!string.IsNullOrEmpty(item4) && item4 != item2)
						{
							if (item4 != _lastNextAmmo)
							{
								_lastNextAmmo = item4;
								_nextAmmoHudText.text = $"<color=#AAAAAA> x{item3} {Localization.instance.Localize(item4)}</color>";
								if (_nextAmmoRoutine != null)
								{
									((MonoBehaviour)Hud.instance).StopCoroutine(_nextAmmoRoutine);
								}
								_nextAmmoRoutine = ((MonoBehaviour)Hud.instance).StartCoroutine(ShowAndFadeHud(_nextAmmoHudText));
							}
						}
						else
						{
							_lastNextAmmo = "";
						}
						if (!string.IsNullOrEmpty(item6) && item6 != item2)
						{
							if (item6 != _lastPrevAmmo)
							{
								_lastPrevAmmo = item6;
								_previousAmmoHudText.text = $"<color=#AAAAAA> x{item5} {Localization.instance.Localize(item6)}</color>";
								if (_prevAmmoRoutine != null)
								{
									((MonoBehaviour)Hud.instance).StopCoroutine(_prevAmmoRoutine);
								}
								_prevAmmoRoutine = ((MonoBehaviour)Hud.instance).StartCoroutine(ShowAndFadeHud(_previousAmmoHudText));
							}
						}
						else
						{
							_lastPrevAmmo = "";
						}
					}
				}
				else
				{
					<>1__state = -1;
				}
				<>2__current = (object)new WaitForSeconds(0.1f);
				<>1__state = 1;
				return true;
			}

			bool IEnumerator.MoveNext()
			{
				//ILSpy generated this explicit interface implementation from .override directive in MoveNext
				return this.MoveNext();
			}

			[DebuggerHidden]
			void IEnumerator.Reset()
			{
				throw new NotSupportedException();
			}
		}

		public static GameObject _ammoHud;

		public static TMP_Text _ammoHudText;

		public static TMP_Text _nextAmmoHudText;

		public static TMP_Text _previousAmmoHudText;

		public static GameObject _ammoPanel;

		private static Image _ammoReticle;

		private static RectTransform _ammoHudRectTransform;

		private static RectTransform _ammoPanelRectTransform;

		private static bool _justWalk;

		private static string _lastEquippedArrow = "";

		private static Coroutine _pulseCoroutine;

		private static readonly Vector3 _baseScale = Vector3.one;

		private static Coroutine _currentAmmoRoutine;

		private static Coroutine _nextAmmoRoutine;

		private static Coroutine _prevAmmoRoutine;

		private static string _lastNextAmmo = "";

		private static string _lastPrevAmmo = "";

		[HarmonyPostfix]
		[HarmonyPatch(typeof(Hud), "Awake")]
		private static void HudAwake_Postfix(Hud __instance)
		{
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			//IL_000f: Expected O, but got Unknown
			//IL_0060: Unknown result type (might be due to invalid IL or missing references)
			//IL_0075: Unknown result type (might be due to invalid IL or missing references)
			//IL_0091: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d8: Unknown result type (might be due to invalid IL or missing references)
			//IL_018e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0244: Unknown result type (might be due to invalid IL or missing references)
			//IL_02ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f4: Expected O, but got Unknown
			//IL_032c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0341: Unknown result type (might be due to invalid IL or missing references)
			//IL_0357: Unknown result type (might be due to invalid IL or missing references)
			//IL_0369: Unknown result type (might be due to invalid IL or missing references)
			_ammoHud = new GameObject("AmmoNameHud");
			_ammoHud.transform.SetParent(__instance.m_rootObject.transform);
			_ammoHudRectTransform = _ammoHud.AddComponent<RectTransform>();
			((Component)_ammoHudRectTransform).transform.SetParent(_ammoHud.transform);
			_ammoHudRectTransform.sizeDelta = new Vector2(320f, 64f);
			float num = ((Component)__instance.m_crosshair).transform.localPosition.x + 216f;
			float y = ((Component)__instance.m_crosshair).transform.localPosition.y;
			_ammoHudRectTransform.anchoredPosition = new Vector2(num, y);
			GameObject obj = Object.Instantiate<GameObject>(((Component)__instance.m_actionName).gameObject, _ammoHud.transform);
			((Object)obj).name = "CurrentAmmoText";
			obj.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
			_ammoHudText = (TMP_Text)(object)obj.GetComponent<TextMeshProUGUI>();
			_ammoHudText.text = "";
			_ammoHudText.fontSize = 18f;
			_ammoHudText.enableAutoSizing = false;
			_ammoHudText.alignment = (TextAlignmentOptions)4097;
			_ammoHudText.fontStyle = (FontStyles)1;
			CanvasGroup obj2 = obj.AddComponent<CanvasGroup>();
			obj2.alpha = 0f;
			obj2.interactable = false;
			obj2.blocksRaycasts = false;
			((Component)obj2).gameObject.SetActive(false);
			GameObject obj3 = Object.Instantiate<GameObject>(((Component)__instance.m_actionName).gameObject, _ammoHud.transform);
			((Object)obj3).name = "NextAmmoText";
			obj3.GetComponent<RectTransform>().anchoredPosition = new Vector2(0f, 24f);
			_nextAmmoHudText = (TMP_Text)(object)obj3.GetComponent<TextMeshProUGUI>();
			_nextAmmoHudText.text = "";
			_nextAmmoHudText.fontSize = 14f;
			_nextAmmoHudText.enableAutoSizing = false;
			_nextAmmoHudText.alignment = (TextAlignmentOptions)4097;
			_nextAmmoHudText.fontStyle = (FontStyles)2;
			CanvasGroup obj4 = obj3.AddComponent<CanvasGroup>();
			obj4.alpha = 0f;
			obj4.interactable = false;
			obj4.blocksRaycasts = false;
			((Component)obj4).gameObject.SetActive(false);
			GameObject obj5 = Object.Instantiate<GameObject>(((Component)__instance.m_actionName).gameObject, _ammoHud.transform);
			((Object)obj5).name = "PreviousAmmoText";
			obj5.GetComponent<RectTransform>().anchoredPosition = new Vector2(0f, -24f);
			_previousAmmoHudText = (TMP_Text)(object)obj5.GetComponent<TextMeshProUGUI>();
			_previousAmmoHudText.text = "";
			_previousAmmoHudText.fontSize = 14f;
			_previousAmmoHudText.enableAutoSizing = false;
			_previousAmmoHudText.alignment = (TextAlignmentOptions)4097;
			_previousAmmoHudText.fontStyle = (FontStyles)2;
			CanvasGroup obj6 = obj5.AddComponent<CanvasGroup>();
			obj6.alpha = 0f;
			obj6.interactable = false;
			obj6.blocksRaycasts = false;
			((Component)obj6).gameObject.SetActive(false);
			_ammoPanel = new GameObject("AmmoPanel", new Type[2]
			{
				typeof(RectTransform),
				typeof(Image)
			});
			_ammoPanel.transform.SetParent(__instance.m_rootObject.transform);
			_ammoPanelRectTransform = _ammoPanel.GetComponent<RectTransform>();
			_ammoPanelRectTransform.sizeDelta = new Vector2(96f, 96f);
			float x = ((Component)__instance.m_crosshair).transform.localPosition.x;
			float y2 = ((Component)__instance.m_crosshair).transform.localPosition.y;
			_ammoPanelRectTransform.anchoredPosition = new Vector2(x, y2);
			_ammoReticle = _ammoPanel.GetComponent<Image>();
			_ammoReticle.sprite = SetupPrefabs._bowBundle.LoadAsset<Sprite>("bbp_magic_crosshair");
			_ammoReticle.fillCenter = true;
			_ammoReticle.fillMethod = (FillMethod)0;
			((MonoBehaviour)__instance).StartCoroutine(UpdateAmmoHud());
		}

		[HarmonyPriority(0)]
		[HarmonyPostfix]
		[HarmonyPatch(typeof(Hud), "UpdateCrosshair")]
		public static void UpdateCrosshair_Postfix(Hud __instance, Player player, float bowDrawPercentage)
		{
			//IL_0050: Unknown result type (might be due to invalid IL or missing references)
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0064: Unknown result type (might be due to invalid IL or missing references)
			//IL_009e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00cd: Unknown result type (might be due to invalid IL or missing references)
			//IL_010f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0156: Unknown result type (might be due to invalid IL or missing references)
			//IL_015c: Invalid comparison between Unknown and I4
			//IL_0220: Unknown result type (might be due to invalid IL or missing references)
			//IL_02fb: Unknown result type (might be due to invalid IL or missing references)
			if (((Humanoid)player).GetCurrentWeapon() == null)
			{
				return;
			}
			Plugin._onBowDrawing = bowDrawPercentage > 0.1f;
			if (bowDrawPercentage > 0.1f)
			{
				if (Plugin._bowSpeedReduction.Value == BowPlugin.Functions.Toggle.On)
				{
					((Character)player).SetWalk(true);
					_justWalk = true;
				}
				((Graphic)__instance.m_crosshair).color = Color.Lerp(new Color(1f, 1f, 1f), Plugin._crosshairColor.Value, 0.5f);
				float num = Mathf.Lerp(1f, 0.15f, bowDrawPercentage);
				((Component)__instance.m_crosshairBow).gameObject.SetActive(true);
				((Component)__instance.m_crosshairBow).transform.localScale = new Vector3(num, num, num);
				((Graphic)__instance.m_crosshairBow).color = Color.Lerp(new Color(1f, 1f, 1f), Plugin._crosshairColor.Value, bowDrawPercentage);
			}
			else if (((Character)player).GetWalk() && _justWalk)
			{
				_justWalk = false;
				((Character)player).SetWalk(false);
				((Graphic)__instance.m_crosshair).color = new Color(1f, 1f, 1f, 0.5f);
				((Component)__instance.m_crosshairBow).gameObject.SetActive(false);
			}
			if (Plugin._enableBowZoom.Value == BowPlugin.Functions.Toggle.Off || Plugin._defaultZoom == 0f)
			{
				return;
			}
			if (((Humanoid)player).GetCurrentWeapon() == null || (int)((Humanoid)player).GetCurrentWeapon().m_shared.m_itemType != 4)
			{
				ZoomedOut();
				return;
			}
			double num2 = 2.5 * ((double)Plugin._bowZoomSpeedFactor.Value - Helper.DiminishingReturn(((Character)player).GetSkillLevel((SkillType)8), 0f, 100f));
			float num3 = Mathf.InverseLerp(0.1f, (float)num2, Plugin._zoomIntimer);
			if (Plugin._enableAutoZoom.Value == BowPlugin.Functions.Toggle.On)
			{
				if (bowDrawPercentage > 0.01f)
				{
					Plugin._zoomIntimer += Time.deltaTime;
					Plugin._zoomLevel = ZoomLevel.ZoomedIn;
					GameCamera.instance.m_fov = (Plugin._previousZoom = Mathf.Lerp(Plugin._defaultZoom, Plugin._defaultZoom / Plugin._bowZoomFactor, num3));
					Plugin._currentZoom = (Plugin._previousZoom = Mathf.Lerp(Plugin._defaultZoom, Plugin._defaultZoom / Plugin._bowZoomFactor, num3));
					return;
				}
				ZoomedOut();
			}
			if (Input.GetKey(Plugin._zoomKey.Value))
			{
				if (!(bowDrawPercentage > 0.01f))
				{
					Plugin._zoomOutDelayTimer += Time.deltaTime;
					if (Plugin._zoomOutDelayTimer > Plugin._stayInZoomTime)
					{
						ZoomedOut();
					}
				}
				else
				{
					Plugin._zoomIntimer += Time.deltaTime;
					Plugin._zoomOutDelayTimer = 0f;
					Plugin._zoomLevel = ZoomLevel.ZoomedIn;
					GameCamera.instance.m_fov = (Plugin._previousZoom = Mathf.Lerp(Plugin._defaultZoom, Plugin._defaultZoom / Plugin._bowZoomFactor, num3));
					Plugin._currentZoom = (Plugin._previousZoom = Mathf.Lerp(Plugin._defaultZoom, Plugin._defaultZoom / Plugin._bowZoomFactor, num3));
				}
			}
			else
			{
				Plugin._zoomOutDelayTimer = 1f;
				ZoomedOut();
			}
			if (((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_requiresReload && Plugin._enableXbowZoom.Value == BowPlugin.Functions.Toggle.On)
			{
				if (Input.GetKey(Plugin._zoomKey.Value) && ((Humanoid)player).IsWeaponLoaded())
				{
					Plugin._zoomLevel = ZoomLevel.ZoomedIn;
					GameCamera.instance.m_fov = 30f;
					Plugin._currentZoom = 30f;
				}
				else
				{
					ZoomedOut();
				}
			}
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Hud), "Awake")]
		public static bool HudAwake_Prefix(Hud __instance)
		{
			if ((Object)(object)__instance.m_crosshair == (Object)null)
			{
				return false;
			}
			Sprite _default = Enumerable.FirstOrDefault((IEnumerable<Sprite>)Resources.FindObjectsOfTypeAll<Sprite>(), (Func<Sprite, bool>)((Sprite x) => ((Object)x).name == "crosshair_bow"));
			Plugin._crosshairSelection.SettingChanged += delegate
			{
				Image crosshairBow2 = __instance.m_crosshairBow;
				crosshairBow2.sprite = (Sprite)(Plugin._crosshairSelection.Value switch
				{
					CrosshairSelection.PistolTarget => CustomCrosshairs._pistolTarget, 
					CrosshairSelection.SimpleCrosshair => CustomCrosshairs._simpleCrosshair, 
					CrosshairSelection.TargetDesign => CustomCrosshairs._targetDesign, 
					CrosshairSelection.TriangularCrosshair => CustomCrosshairs._triangularCrosshair, 
					CrosshairSelection.CircularGunTarget => CustomCrosshairs._circularGunTarget, 
					CrosshairSelection.DartBoardTarget => CustomCrosshairs._dartBoardTarget, 
					CrosshairSelection.DeviceFocusPoint => CustomCrosshairs._deviceFocusPoint, 
					CrosshairSelection.EyeWideOpen => CustomCrosshairs._eyeWideOpen, 
					CrosshairSelection.FightingWeaponTarget => CustomCrosshairs._fightingWeaponTarget, 
					CrosshairSelection.RoundTargetSymbol => CustomCrosshairs._roundTargetSymbol, 
					CrosshairSelection.SharpDecoratedTarget => CustomCrosshairs._sharpDecoratedTarget, 
					CrosshairSelection.ShootTargetPoint => CustomCrosshairs._shootTargetPoint, 
					CrosshairSelection.Default => _default, 
					_ => __instance.m_crosshairBow.sprite, 
				});
			};
			Image crosshairBow = __instance.m_crosshairBow;
			crosshairBow.sprite = (Sprite)(Plugin._crosshairSelection.Value switch
			{
				CrosshairSelection.PistolTarget => CustomCrosshairs._pistolTarget, 
				CrosshairSelection.SimpleCrosshair => CustomCrosshairs._simpleCrosshair, 
				CrosshairSelection.TargetDesign => CustomCrosshairs._targetDesign, 
				CrosshairSelection.TriangularCrosshair => CustomCrosshairs._triangularCrosshair, 
				CrosshairSelection.CircularGunTarget => CustomCrosshairs._circularGunTarget, 
				CrosshairSelection.DartBoardTarget => CustomCrosshairs._dartBoardTarget, 
				CrosshairSelection.DeviceFocusPoint => CustomCrosshairs._deviceFocusPoint, 
				CrosshairSelection.EyeWideOpen => CustomCrosshairs._eyeWideOpen, 
				CrosshairSelection.FightingWeaponTarget => CustomCrosshairs._fightingWeaponTarget, 
				CrosshairSelection.RoundTargetSymbol => CustomCrosshairs._roundTargetSymbol, 
				CrosshairSelection.SharpDecoratedTarget => CustomCrosshairs._sharpDecoratedTarget, 
				CrosshairSelection.ShootTargetPoint => CustomCrosshairs._shootTargetPoint, 
				CrosshairSelection.Default => _default, 
				_ => __instance.m_crosshairBow.sprite, 
			});
			return true;
		}

		[IteratorStateMachine(typeof(<UpdateAmmoHud>d__20))]
		private static IEnumerator UpdateAmmoHud()
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <UpdateAmmoHud>d__20(0);
		}

		private static void ZoomedOut()
		{
			if (Plugin._zoomLevel != 0)
			{
				if (Plugin._zoomLevel == ZoomLevel.ZoomedIn)
				{
					Plugin._zoomLevel = ZoomLevel.ZoomedOut;
					Plugin._zoomOutTimer = 0f;
					Plugin._zoomIntimer = 0f;
				}
				else
				{
					Plugin._zoomOutTimer += Time.deltaTime;
					if (Plugin._zoomOutTimer > 1f)
					{
						GameCamera.instance.m_fov = Plugin._defaultZoom;
						Plugin._zoomLevel = ZoomLevel.FixedZoom;
						Plugin._zoomOutDelayTimer = 0f;
						return;
					}
				}
				float num = Mathf.InverseLerp(0f, 0.3f, Plugin._zoomOutTimer);
				GameCamera.instance.m_fov = Mathf.Lerp(Plugin._previousZoom, Plugin._defaultZoom, num);
				Plugin._currentZoom = Mathf.Lerp(Plugin._previousZoom, Plugin._defaultZoom, num);
			}
			else if (GameCamera.instance.m_fov != Plugin._defaultZoom)
			{
				GameCamera.instance.m_fov = Plugin._defaultZoom;
			}
		}

		[IteratorStateMachine(typeof(<PulseText>d__22))]
		private static IEnumerator PulseText(TMP_Text text, float scaleUp = 1.2f, float duration = 0.2f)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <PulseText>d__22(0)
			{
				text = text,
				scaleUp = scaleUp,
				duration = duration
			};
		}

		[IteratorStateMachine(typeof(<ShowAndFadeHud>d__23))]
		private static IEnumerator ShowAndFadeHud(TMP_Text text, float fadeTime = 0.5f)
		{
			//yield-return decompiler failed: Unexpected instruction in Iterator.Dispose()
			return new <ShowAndFadeHud>d__23(0)
			{
				text = text,
				fadeTime = fadeTime
			};
		}
	}
	[HarmonyPatch]
	public class HumanoidPatch
	{
		[HarmonyPostfix]
		[HarmonyPatch(typeof(Humanoid), "UseItem")]
		private static void UseItem_Postfix(Humanoid __instance, Inventory inventory, ItemData item, bool fromInventoryGui)
		{
			if (inventory == null)
			{
				inventory = __instance.m_inventory;
			}
			if (inventory.ContainsItem(item) && fromInventoryGui && (!(item.m_shared.m_ammoType != "$ammo_arrows") || !(item.m_shared.m_ammoType != "$ammo_bolts")))
			{
				BowFeature.ShowAmmoEquipped();
			}
		}

		[HarmonyPostfix]
		[HarmonyPatch(typeof(Humanoid), "UpdateEquipment")]
		private static void UpdateEquipment_Postfix(ref Humanoid __instance)
		{
			if (!((Object)(object)__instance != (Object)(object)Player.m_localPlayer) && (!(__instance.GetCurrentWeapon().m_shared.m_ammoType != "$ammo_arrows") || !(__instance.GetCurrentWeapon().m_shared.m_ammoType != "$ammo_bolts")) && HaveAmmo(__instance, __instance.GetCurrentWeapon()) && BowFeature.CountArrowStacks() > 0)
			{
				EquipAmmoItem(__instance, __instance.GetCurrentWeapon());
			}
		}

		private static bool HaveAmmo(Humanoid humanoid, ItemData weapon)
		{
			//IL_0071: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: Invalid comparison between Unknown and I4
			if (string.IsNullOrEmpty(weapon.m_shared.m_ammoType))
			{
				return true;
			}
			ItemData val = humanoid.GetAmmoItem();
			if (val != null && (!humanoid.GetInventory().ContainsItem(val) || val.m_shared.m_ammoType != weapon.m_shared.m_ammoType))
			{
				val = null;
			}
			if (val == null)
			{
				val = humanoid.GetInventory().GetAmmoItem(weapon.m_shared.m_ammoType, (string)null);
			}
			if (val == null)
			{
				return false;
			}
			if ((int)val.m_shared.m_itemType == 2)
			{
				return humanoid.CanConsumeItem(val, false);
			}
			return true;
		}

		private static bool EquipAmmoItem(Humanoid humanoid, ItemData weapon)
		{
			//IL_0071: Unknown result type (might be due to invalid IL or missing references)
			//IL_0076: Unknown result type (might be due to invalid IL or missing references)
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			//IL_007a: Invalid comparison between Unknown and I4
			//IL_007c: Unknown result type (might be due to invalid IL or missing references)
			//IL_007f: Invalid comparison between Unknown and I4
			FindAmmo(humanoid, weapon);
			if (string.IsNullOrEmpty(weapon.m_shared.m_ammoType))
			{
				return true;
			}
			ItemData ammoItem = humanoid.GetAmmoItem();
			if (ammoItem != null && humanoid.GetInventory().ContainsItem(ammoItem) && ammoItem.m_shared.m_ammoType == weapon.m_shared.m_ammoType)
			{
				return true;
			}
			ItemData ammoItem2 = humanoid.GetInventory().GetAmmoItem(weapon.m_shared.m_ammoType, (string)null);
			ItemType itemType = ammoItem2.m_shared.m_itemType;
			if (((int)itemType == 9 || (int)itemType == 23) ? true : false)
			{
				return humanoid.EquipItem(ammoItem2, true);
			}
			return true;
		}

		private static ItemData FindAmmo(Humanoid humanoid, ItemData weapon)
		{
			if (string.IsNullOrEmpty(weapon.m_shared.m_ammoType))
			{
				return null;
			}
			ItemData val = humanoid.GetAmmoItem();
			if (val != null && (!humanoid.GetInventory().ContainsItem(val) || val.m_shared.m_ammoType != weapon.m_shared.m_ammoType))
			{
				val = null;
			}
			return val ?? (val = humanoid.GetInventory().GetAmmoItem(weapon.m_shared.m_ammoType, (string)null));
		}
	}
	[HarmonyPatch]
	public static class ItemDataPatch
	{
		[HarmonyPostfix]
		[HarmonyPatch(typeof(ItemData), "GetTooltip", new Type[]
		{
			typeof(ItemData),
			typeof(int),
			typeof(bool),
			typeof(float),
			typeof(int)
		})]
		public static void GetTooltip_Postfix(ref string __result, ItemData item, int qualityLevel, bool crafting)
		{
			try
			{
				if (Helper.IsBow(item))
				{
					int index = -1;
					Helper.UpdateBackstabMultiplier(ref index, ref __result, item);
					if (!(Plugin._critChance.Value <= 0f))
					{
						Helper.UpdateCriticalMultiplier(ref index, ref __result, item);
					}
				}
			}
			catch
			{
			}
		}
	}
	[HarmonyPatch]
	public static class ObjectDBPatch
	{
		[HarmonyPostfix]
		[HarmonyPatch(typeof(ObjectDB), "UpdateRegisters")]
		public static void UpdateItemHashes_Postfix(ObjectDB __instance)
		{
			foreach (ItemDrop item in Enumerable.Where(Enumerable.Select(__instance.m_items, (GameObject item) => item.GetComponent<ItemDrop>()), (ItemDrop component) => Object.op_Implicit((Object)(object)component) && Helper.IsBow(component.m_itemData) && component.m_itemData.m_shared.m_attack.m_bowDraw))
			{
				Helper.ApplyWeaponStaggerChanges(item);
			}
		}

		[HarmonyPostfix]
		[HarmonyPatch(typeof(ObjectDB), "Awake")]
		public static void ObjectDBAwake_Postfix(ObjectDB __instance)
		{
			if ((Object)(object)__instance == (Object)null)
			{
				return;
			}
			foreach (ItemDrop item in Enumerable.Select(__instance.m_items, (GameObject item) => item.GetComponent<ItemDrop>()))
			{
				if (Helper.IsBow(item.m_itemData))
				{
					SE_Critical se_critical = ScriptableObject.CreateInstance<SE_Critical>();
					Plugin._critChance.SettingChanged += delegate
					{
						se_critical.SetCritChance(Plugin._critChance.Value);
					};
					se_critical.SetCritChance(Plugin._critChance.Value);
					Plugin._critBonus.SettingChanged += delegate
					{
						se_critical.SetCritBonus(Plugin._critBonus.Value);
					};
					se_critical.SetCritBonus(Plugin._critBonus.Value);
					if (Plugin._critChance.Value <= 0f)
					{
						break;
					}
					item.m_itemData.m_shared.m_equipStatusEffect = (StatusEffect)(object)se_critical;
				}
				if (Plugin._IsBBHInstalled)
				{
					break;
				}
				SwitchProjectile.Init(item);
				if (!Helper.IsArrow(item.m_itemData))
				{
					continue;
				}
				Projectile projectile = item.m_itemData.m_shared.m_attack.m_attackProjectile.GetComponent<Projectile>();
				if (Object.op_Implicit((Object)(object)projectile))
				{
					projectile.m_spawnOnHit = ((Component)item).gameObject;
					Plugin._spawnChance.SettingChanged += delegate
					{
						projectile.m_spawnOnHitChance = Plugin._spawnChance.Value;
					};
					projectile.m_spawnOnHitChance = Plugin._spawnChance.Value;
				}
			}
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(ObjectDB), "Awake")]
		public static void Awake_Prefix(ref ObjectDB __instance)
		{
			if ((Object)(object)__instance == (Object)null)
			{
				return;
			}
			foreach (Recipe item in Enumerable.Where(__instance.m_recipes, (Recipe recipe) => ((Object)recipe).name == "Recipe_ArrowWood"))
			{
				item.m_craftingStation = null;
			}
		}
	}
	[HarmonyPatch]
	public static class PlayerPatch
	{
		private static bool _justWalk;

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Player), "AlwaysRotateCamera")]
		public static bool AlwaysRotateCamera_Prefix(Player __instance, ref bool __result)
		{
			if (Plugin._enableRotation.Value == BowPlugin.Functions.Toggle.On && ((Humanoid)__instance).GetCurrentWeapon() != null && ((Humanoid)__instance).GetCurrentWeapon() != ((Humanoid)__instance).m_unarmedWeapon.m_itemData && !((Character)__instance).IsRunning() && !((Character)__instance).InEmote())
			{
				__result = true;
				return false;
			}
			__result = false;
			return true;
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Player), "PlayerAttackInput")]
		public static bool PlayerAttackInput_Prefix(Player __instance, float dt)
		{
			if ((Object)(object)__instance != (Object)(object)Player.m_localPlayer)
			{
				return true;
			}
			if (((Humanoid)__instance).GetCurrentWeapon() != null && ((Humanoid)__instance).GetCurrentWeapon().m_shared.m_ammoType == "$ammo_bullets")
			{
				return true;
			}
			if (((Humanoid)__instance).GetCurrentWeapon() != null && ((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_bowDraw)
			{
				float drawDurationMin = ObjectDB.instance.GetItemPrefab(((Object)((Humanoid)__instance).GetCurrentWeapon().m_dropPrefab).name).GetComponent<ItemDrop>().m_itemData.m_shared.m_attack.m_drawDurationMin;
				Plugin._bowDrawSpeedTweak.SettingChanged += delegate
				{
					if (Plugin._bowDrawSpeedTweak.Value == BowPlugin.Functions.Toggle.On)
					{
						Plugin._scaleByBowLevel.SettingChanged += delegate
						{
							ToggleScaleByBowLevel(__instance);
						};
						ToggleScaleByBowLevel(__instance);
					}
					else
					{
						((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = drawDurationMin;
					}
				};
				if (Plugin._bowDrawSpeedTweak.Value == BowPlugin.Functions.Toggle.On)
				{
					Plugin._scaleByBowLevel.SettingChanged += delegate
					{
						ToggleScaleByBowLevel(__instance);
					};
					ToggleScaleByBowLevel(__instance);
				}
				else
				{
					((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = drawDurationMin;
				}
			}
			if (((Humanoid)__instance).GetCurrentWeapon() != null && ((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_requiresReload)
			{
				Plugin._xbowRecoil.SettingChanged += delegate
				{
					((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_recoilPushback = Plugin._xbowRecoil.Value;
				};
				((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_recoilPushback = Plugin._xbowRecoil.Value;
				float reloadTime = ObjectDB.instance.GetItemPrefab(((Object)((Humanoid)__instance).GetCurrentWeapon().m_dropPrefab).name).GetComponent<ItemDrop>().m_itemData.m_shared.m_attack.m_reloadTime;
				Plugin._xbowReloadSpeedTweak.SettingChanged += delegate
				{
					if (Plugin._xbowReloadSpeedTweak.Value == BowPlugin.Functions.Toggle.On)
					{
						Plugin._scaleByXbowLevel.SettingChanged += delegate
						{
							ToggleScaleByXbowLevel(__instance);
						};
						ToggleScaleByXbowLevel(__instance);
					}
					else
					{
						((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = reloadTime;
					}
				};
				if (Plugin._xbowReloadSpeedTweak.Value == BowPlugin.Functions.Toggle.On)
				{
					Plugin._scaleByXbowLevel.SettingChanged += delegate
					{
						ToggleScaleByXbowLevel(__instance);
					};
					ToggleScaleByXbowLevel(__instance);
				}
				else
				{
					((Humanoid)__instance).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = reloadTime;
				}
			}
			return true;
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Player), "UseHotbarItem")]
		public static bool UseHotbarItem_Prefix(Player __instance)
		{
			if (Plugin._zoomLevel != ZoomLevel.ZoomedIn)
			{
				return true;
			}
			GameCamera.instance.m_fov = Plugin._defaultZoom;
			Plugin._zoomLevel = ZoomLevel.FixedZoom;
			Plugin._zoomOutDelayTimer = 0f;
			Plugin._zoomIntimer = 0f;
			Plugin._zoomOutTimer = 0f;
			return true;
		}

		[HarmonyPrefix]
		[HarmonyPatch(typeof(Player), "QueueReloadAction")]
		public static void QueueReloadAction_Prefix(Player __instance)
		{
			//IL_0047: Unknown result type (might be due to invalid IL or missing references)
			//IL_004c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0053: Unknown result type (might be due to invalid IL or missing references)
			//IL_0055: Unknown result type (might be due to invalid IL or missing references)
			//IL_005a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_0081: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ce: Expected O, but got Unknown
			if (__instance.IsReloadActionQueued())
			{
				return;
			}
			ItemData currentWeapon = ((Humanoid)__instance).GetCurrentWeapon();
			if (currentWeapon != null && currentWeapon.m_shared.m_attack.m_requiresReload)
			{
				if (Plugin._enableXbowSpeedRdction.Value == BowPlugin.Functions.Toggle.On)
				{
					((Character)__instance).SetWalk(true);
					_justWalk = true;
				}
				MinorActionData item = new MinorActionData
				{
					m_item = currentWeapon,
					m_type = (ActionType)2,
					m_duration = currentWeapon.GetWeaponLoadingTime(),
					m_progressText = "$hud_reloading " + currentWeapon.m_shared.m_name,
					m_animation = currentWeapon.m_shared.m_attack.m_reloadAnimation,
					m_doneAnimation = currentWeapon.m_shared.m_attack.m_reloadAnimation + "_done",
					m_staminaDrain = currentWeapon.m_shared.m_attack.m_reloadStaminaDrain
				};
				__instance.m_actionQueue.Add(item);
			}
		}

		[HarmonyPostfix]
		[HarmonyPatch(typeof(Player), "IsWeaponLoaded")]
		public static void IsWeaponLoaded_Postfix(Player __instance, ref bool __result)
		{
			if (__result && ((Character)__instance).GetWalk() && _justWalk && Plugin._enableXbowSpeedRdction.Value == BowPlugin.Functions.Toggle.On)
			{
				((Character)__instance).SetWalk(false);
				_justWalk = false;
			}
		}

		private static void ToggleScaleByBowLevel(Player player)
		{
			float drawDurationMin = ObjectDB.instance.GetItemPrefab(((Object)((Humanoid)player).GetCurrentWeapon().m_dropPrefab).name).GetComponent<ItemDrop>().m_itemData.m_shared.m_attack.m_drawDurationMin;
			if (Plugin._scaleByBowLevel.Value == BowPlugin.Functions.Toggle.On)
			{
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = drawDurationMin;
				double num = (double)Plugin._bowDrawSpeedFactor.Value * Helper.DiminishingReturn(((Character)player).GetSkillLevel((SkillType)8), 0f, 100f);
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = drawDurationMin - (float)num;
				return;
			}
			((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = drawDurationMin;
			Plugin._bowDrawSpeed.SettingChanged += delegate
			{
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = Plugin._bowDrawSpeed.Value;
			};
			((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_drawDurationMin = Plugin._bowDrawSpeed.Value;
		}

		private static void ToggleScaleByXbowLevel(Player player)
		{
			float reloadTime = ObjectDB.instance.GetItemPrefab(((Object)((Humanoid)player).GetCurrentWeapon().m_dropPrefab).name).GetComponent<ItemDrop>().m_itemData.m_shared.m_attack.m_reloadTime;
			if (Plugin._scaleByXbowLevel.Value == BowPlugin.Functions.Toggle.On)
			{
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = reloadTime;
				double num = (double)Plugin._xbowReloadSpeedFactor.Value * Helper.DiminishingReturn(((Character)player).GetSkillLevel((SkillType)8), 0f, 100f);
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = reloadTime - (float)num;
				return;
			}
			((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = reloadTime;
			Plugin._xbowReloadSpeed.SettingChanged += delegate
			{
				((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = Plugin._xbowReloadSpeed.Value;
			};
			((Humanoid)player).GetCurrentWeapon().m_shared.m_attack.m_reloadTime = Plugin._xbowReloadSpeed.Value;
		}

		[HarmonyPostfix]
		[HarmonyPatch(typeof(Player), "LateUpdate")]
		private static void LateUpdate_Postfix(Player __instance, Transform ___m_head, ref Rigidbody ___m_body, ref VisEquipment ___m_visEquipment, ItemData ___m_rightItem, ItemData ___m_leftItem)
		{
			//IL_0062: Unknown result type (might be due to invalid IL or missing references)
			//IL_0068: Invalid comparison between Unknown and I4
			//IL_0117: Unknown result type (might be due to invalid IL or missing references)
			//IL_011c: Unknown result type (might be due to invalid IL or missing references)
			//IL_011f: Unknown result type (might be due to invalid IL or missing references)
			//IL_013a: Unknown result type (might be due to invalid IL or missing references)
			//IL_013f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0142: Unknown result type (might be due to invalid IL or missing references)
			//IL_0158: Unknown result type (might be due to invalid IL or missing references)
			//IL_015d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0160: Unknown result type (might be due to invalid IL or missing references)
			//IL_016a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0092: Unknown result type (might be due to invalid IL or missing references)
			//IL_0097: Unknown result type (might be due to invalid IL or missing references)
			//IL_009a: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b5: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bd: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d8: Unknown result type (might be due to invalid IL or missing references)
			//IL_00db: Unknown result type (might be due to invalid IL or missing references)
			//IL_00e5: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)__instance != (Object)(object)Player.m_localPlayer)
			{
				return;
			}
			if ((Object)(object)Plugin._spine == (Object)null)
			{
				Plugin._spine = Enumerable.SingleOrDefault((IEnumerable<Transform>)((Humanoid)__instance).m_visEquipment.m_bodyModel.bones, (Func<Transform, bool>)((Transform x) => ((Object)x).name == "Spine"));
			}
			Quaternion rotation;
			if (___m_leftItem != null && (int)___m_leftItem.m_shared.m_itemType == 4 && Object.op_Implicit((Object)(object)___m_body) && Plugin._onBowDrawing)
			{
				Plugin._spineTimer = 0.5f;
				rotation = ((Component)((Character)__instance).m_eye).transform.rotation;
				float num = ((Quaternion)(ref rotation)).eulerAngles.y + 90f;
				Transform spine = Plugin._spine;
				rotation = Plugin._spine.rotation;
				float x2 = ((Quaternion)(ref rotation)).eulerAngles.x;
				rotation = ((Component)((Character)__instance).m_eye).transform.rotation;
				spine.rotation = Quaternion.Euler(x2, num, ((Quaternion)(ref rotation)).eulerAngles.x);
			}
			else if (Plugin._spineTimer > 0f)
			{
				Plugin._spineTimer -= Time.deltaTime;
				rotation = ((Component)((Character)__instance).m_eye).transform.rotation;
				float num2 = ((Quaternion)(ref rotation)).eulerAngles.y + 90f;
				Transform spine2 = Plugin._spine;
				rotation = Plugin._spine.rotation;
				float x3 = ((Quaternion)(ref rotation)).eulerAngles.x;
				rotation = ((Component)((Character)__instance).m_eye).transform.rotation;
				spine2.rotation = Quaternion.Euler(x3, num2, ((Quaternion)(ref rotation)).eulerAngles.x);
			}
		}
	}
	[HarmonyPatch]
	public static class ProjectilePatch
	{
		[HarmonyPrefix]
		[HarmonyPatch(typeof(Projectile), "OnHit")]
		public static void ProjectileOnHit_Prefix(Projectile __instance, Collider collider, Vector3 hitPoint, bool water)
		{
			//IL_0085: Unknown result type (might be due to invalid IL or missing references)
			if ((Object)(object)Player.m_localPlayer == (Object)null)
			{
				return;
			}
			ItemData currentWeapon = ((Humanoid)Player.m_localPlayer).GetCurrentWeapon();
			if (currentWeapon == null || (Object)(object)Player.m_localPlayer == (Object)null || !currentWeapon.m_shared.m_attack.m_bowDraw || !currentWeapon.m_shared.m_attack.m_requiresReload)
			{
				return;
			}
			GameObject val = (Object.op_Implicit((Object)(object)collider) ? Projectile.FindHitObject(collider) : null);
			IDestructible val2 = (Object.op_Implicit((Object)(object)val) ? val.GetComponent<IDestructible>() : null);
			bool flag = false;
			bool flag2 = false;
			if (__instance.m_aoe > 0f)
			{
				__instance.DoAOE(hitPoint, ref flag2, ref flag);
			}
			else if (val2 != null)
			{
				if (!__instance.IsValidTarget(val2))
				{
					return;
				}
				flag = true;
			}
			Character val3 = (Character)(object)((val2 is Character) ? val2 : null);
			if (Object.op_Implicit((Object)(object)val3) && (Object)(object)__instance.m_owner != (Object)null && flag && __instance.m_owner.IsPlayer() && __instance.m_backstabBonus > 1f && (Object)(object)val3.m_baseAI != (Object)null && !val3.m_baseAI.IsAlerted() && Time.time - val3.m_backstabTime > 300f)
			{
				__instance.m_owner.RaiseSkill((SkillType)101, 3f);
			}
		}
	}
	[HarmonyPatch]
	public static class SkillsPatch
	{
		[HarmonyPatch(typeof(Skills), "RaiseSkill")]
		public static class RaiseSkillPatch
		{
			public static void Prefix(ref SkillType skillType, ref float factor)
			{
				//IL_0010: Unknown result type (might be due to invalid IL or missing references)
				//IL_0011: Unknown result type (might be due to invalid IL or missing references)
				//IL_0013: Invalid comparison between Unknown and I4
				//IL_0015: Unknown result type (might be due to invalid IL or missing references)
				//IL_0018: Invalid comparison between Unknown and I4
				if (Plugin._enableExpMultiplier.Value != BowPlugin.Functions.Toggle.On)
				{
					return;
				}
				SkillType val = skillType;
				if ((int)val != 8)
				{
					if ((int)val == 14)
					{
						factor *= Plugin._xbowExpMultiplier.Value;
					}
				}
				else
				{
					factor *= Plugin._bowExpMultiplier.Value;
				}
			}

			public static void Postfix(Skills __instance, SkillType skillType)
			{
				//IL_001b: Unknown result type (might be due to invalid IL or missing references)
				//IL_001d: Invalid comparison between Unknown and I4
				//IL_001f: Unknown result type (might be due to invalid IL or missing references)
				//IL_0022: Invalid comparison between Unknown and I4
				//IL_004e: Unknown result type (might be due to invalid IL or missing references)
				if (Plugin._enableExpMultiplier.Value != BowPlugin.Functions.Toggle.On || Plugin._displayExpGained.Value != BowPlugin.Functions.Toggle.On || ((int)skillType != 8 && (int)skillType != 14))
				{
					return;
				}
				try
				{
					if (__instance.GetSkillLevel((SkillType)8) < 100f && __instance.GetSkillLevel((SkillType)14) < 100f)
					{
						Skill skill = __instance.GetSkill(skillType);
						float value = skill.m_accumulator / (skill.GetNextLevelRequirement() / 100f);
						((Character)__instance.m_player).Message((MessageType)1, $"Level {skill.m_level.tFloat(0)} {((object)(SkillType)(ref skill.m_info.m_skill)).ToString()} [{skill.m_accumulator.tFloat(2)}/{skill.GetNextLevelRequirement().tFloat(2)} ({value.tFloat(0)}%)", 0, skill.m_info.m_icon);
					}
				}
				catch
				{
				}
			}
		}
	}
	[HarmonyPatch(typeof(ZNetScene), "Awake")]
	public class ZNetScenePatch
	{
		public static void Postfix(ZNetScene __instance)
		{
			if (!((Object)(object)__instance == (Object)null))
			{
				List<GameObject> prefabs = __instance.m_prefabs;
				if (prefabs != null && prefabs.Count > 0 && !Plugin._IsBBHInstalled)
				{
					Plugin.PrefabContainerInit();
					ArrowProjectile.Init(__instance);
				}
			}
		}
	}
}
namespace BowPlugin.Functions
{
	public static class ArrowProjectile
	{
		public static void Init(ZNetScene zNetScene)
		{
			FlintArrow(zNetScene);
			BronzeArrow(zNetScene);
			IronArrow(zNetScene);
			ObsidianArrow(zNetScene);
			SilverArrow(zNetScene);
			BlackMetalBolt(zNetScene);
			IronBolt(zNetScene);
			CharredArrow(zNetScene);
		}

		private static void FlintArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_flint");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void BronzeArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_bronze");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void IronArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_iron");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void ObsidianArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_obsidian");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void SilverArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_silver");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void BlackMetalBolt(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("arbalest_projectile_carapace").Clone("arbalest_projectile_blackmetal");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void IronBolt(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("arbalest_projectile_carapace").Clone("arbalest_projectile_iron");
			zNetScene.AddClonedObject(gameObject);
		}

		private static void CharredArrow(ZNetScene zNetScene)
		{
			GameObject gameObject = zNetScene.GetPrefab("bow_projectile").Clone("bow_projectile_charred");
			zNetScene.AddClonedObject(gameObject);
		}
	}
	public static class BowFeature
	{
		private static readonly List<string> AmmoList = new List<string>();

		public static void SwitchArrow()
		{
			Player localPlayer = Player.m_localPlayer;
			if (!CheckIfBowExist())
			{
				return;
			}
			if (Plugin._enableArrowReticle.Value == Toggle.On)
			{
				switch (CountArrowStacks())
				{
				case 0:
					((Character)localPlayer).Message((MessageType)2, "There's no arrow in your inventory.", 0, (Sprite)null);
					return;
				case 1:
					((Character)localPlayer).Message((MessageType)2, "There's only one type of arrow in your inventory.", 0, (Sprite)null);
					return;
				}
			}
			((Humanoid)localPlayer).EquipItem(EquipNextArrow(), true);
			if (Plugin._enableArrowReticle.Value == Toggle.On)
			{
				ShowAmmoEquipped();
			}
			else
			{
				ShowArrowEquipped();
			}
		}

		private static bool CheckIfBowExist()
		{
			//IL_0000: Unknown result type (might be due to invalid IL or missing references)
			//IL_0005: Unknown result type (might be due to invalid IL or missing references)
			//IL_002c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0032: Invalid comparison between Unknown and I4
			//IL_003f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0046: Invalid comparison between Unknown and I4
			Scene activeScene = SceneManager.GetActiveScene();
			if (((Scene)(ref activeScene)).name != "main")
			{
				return false;
			}
			Player localPlayer = Player.m_localPlayer;
			if ((int)((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_skillType != 8 && (int)((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_skillType != 14)
			{
				return false;
			}
			if (string.IsNullOrEmpty(((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_ammoType))
			{
				List<ItemData> list = new List<ItemData>();
				((Humanoid)localPlayer).GetInventory().GetAllItems((ItemType)4, list);
				switch (list.Count)
				{
				case 0:
					if (Plugin._arrowSelection.Value == Toggle.On && Plugin._enableArrowReticle.Value == Toggle.Off)
					{
						((Character)localPlayer).Message((MessageType)2, "<size=28>There's no bow in your inventory.</size>", 0, (Sprite)null);
					}
					break;
				case 1:
					if (Plugin._autoEquipbow.Value == Toggle.On)
					{
						((Humanoid)localPlayer).EquipItem(list[0], true);
						if (Plugin._enableArrowReticle.Value == Toggle.On)
						{
							ShowAmmoEquipped();
						}
						else
						{
							ShowArrowEquipped();
						}
					}
					break;
				}
				return false;
			}
			switch (CountArrowStacks())
			{
			case 0:
				if (Plugin._arrowSelection.Value == Toggle.On && Plugin._enableArrowReticle.Value == Toggle.Off)
				{
					((Character)localPlayer).Message((MessageType)2, "<size=28>There's no arrow in your inventory.</size>", 0, (Sprite)null);
				}
				return false;
			case 1:
				if (Plugin._arrowSelection.Value == Toggle.On && Plugin._enableArrowReticle.Value == Toggle.Off)
				{
					((Character)localPlayer).Message((MessageType)2, "<size=28>You only have one type of arrow.</size>", 0, (Sprite)null);
				}
				return true;
			default:
				return true;
			}
		}

		public static void ShowArrowEquipped()
		{
			if (!((Object)(object)Hud.instance == (Object)null) && !((Object)(object)Player.m_localPlayer == (Object)null))
			{
				Player localPlayer = Player.m_localPlayer;
				if (Plugin._arrowSelection.Value == Toggle.On && Plugin._enableArrowReticle.Value == Toggle.Off)
				{
					((Character)localPlayer).Message((MessageType)2, "<size=28><color=red>" + ((Humanoid)localPlayer).GetAmmoItem()?.m_shared.m_name + "</color> equipped.</size>", 0, (Sprite)null);
				}
			}
		}

		public static void ShowAmmoEquipped()
		{
			//IL_00a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00ad: Invalid comparison between Unknown and I4
			//IL_00ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c1: Invalid comparison between Unknown and I4
			if (!((Object)(object)Hud.instance == (Object)null) && !((Object)(object)Player.m_localPlayer == (Object)null))
			{
				Player localPlayer = Player.m_localPlayer;
				if (!((Character)localPlayer).IsDead() && !Minimap.IsOpen() && Plugin._enableArrowReticle.Value == Toggle.On && CheckIfBowExist() && !((Character)localPlayer).IsDrawingBow())
				{
					HudPatch._ammoPanel.SetActive(true);
					HudPatch._ammoHud.SetActive(true);
				}
				else
				{
					HudPatch._ammoHud.SetActive(false);
					HudPatch._ammoPanel.SetActive(false);
				}
				if (Plugin._enableArrowReticle.Value == Toggle.Off)
				{
					HudPatch._ammoHud.SetActive(false);
					HudPatch._ammoPanel.SetActive(false);
				}
				if ((int)((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_skillType != 8 && (int)((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_skillType != 14 && ((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_ammoType != "$ammo_arrows" && ((Humanoid)localPlayer).GetCurrentWeapon().m_shared.m_ammoType != "$ammo_bolts")
				{
					HudPatch._ammoHud.SetActive(false);
					HudPatch._ammoPanel.SetActive(false);
				}
			}
		}

		public static int CountArrowStacks()
		{
			int num = 0;
			Player localPlayer = Player.m_localPlayer;
			AmmoList.Clear();
			foreach (ItemData item in Enumerable.Where(((Humanoid)localPlayer).GetInventory().GetAllItems(), (ItemData item) => (int)item.m_shared.m_itemType == 9 && !AmmoList.Contains(item.m_shared.m_name)))
			{
				AmmoList.Add(item.m_shared.m_name);
				num++;
			}
			return num;
		}

		private static ItemData EquipNextArrow()
		{
			Player player = Player.m_localPlayer;
			if (((Humanoid)player).GetAmmoItem() == null)
			{
				return ((Humanoid)player).GetInventory().GetAmmoItem(((Humanoid)player).GetCurrentWeapon().m_shared.m_ammoType, (string)null);
			}
			int num = CalculateArrows(((Humanoid)player).GetAmmoItem());
			int num2 = -1;
			ItemData result = null;
			AmmoList.Clear();
			foreach (ItemData item in Enumerable.Where(((Humanoid)player).GetInventory().GetAllItems(), delegate(ItemData item)
			{
				//IL_0006: Unknown result type (might be due to invalid IL or missing references)
				//IL_000b: Unknown result type (might be due to invalid IL or missing references)
				//IL_000c: Unknown result type (might be due to invalid IL or missing references)
				//IL_000e: Invalid comparison between Unknown and I4
				//IL_0010: Unknown result type (might be due to invalid IL or missing references)
				//IL_0013: Invalid comparison between Unknown and I4
				ItemType itemType = item.m_shared.m_itemType;
				bool flag = (((int)itemType == 2 || (int)itemType == 9) ? true : false);
				return flag && item.m_shared.m_ammoType == ((Humanoid)player).GetCurrentWeapon().m_shared.m_ammoType && !AmmoList.Contains(item.m_shared.m_name);
			}))
			{
				AmmoList.Add(item.m_shared.m_name);
				int num3 = CalculateArrows(item);
				if (num3 > num && num2 == -1)
				{
					num2 = num3;
					result = item;
				}
				else if (num3 < num2 && num3 > num)
				{
					num2 = num3;
					result = item;
				}
			}
			if (num2 != -1)
			{
				return result;
			}
			return ((Humanoid)player).GetInventory().GetAmmoItem(((Humanoid)player).GetCurrentWeapon().m_shared.m_ammoType, (string)null);
		}

		private static int CalculateArrows(ItemData item)
		{
			return item.m_gridPos.y * ((Humanoid)Player.m_localPlayer).GetInventory().GetWidth() + item.m_gridPos.x;
		}

		public static (int currentStack, string currentName, int nextStack, string nextName, int prevStack, string prevName) GetAmmoHudNames(Player player)
		{
			//IL_0036: Unknown result type (might be due to invalid IL or missing references)
			//IL_003d: Invalid comparison between Unknown and I4
			List<ItemData> list = new List<ItemData>();
			HashSet<string> hashSet = new HashSet<string>();
			foreach (ItemData item in ((Humanoid)player).m_inventory.m_inventory)
			{
				if ((int)item.m_shared.m_itemType == 9 && hashSet.Add(item.m_shared.m_name))
				{
					list.Add(item);
				}
			}
			if (list.Count == 0)
			{
				return (0, "", 0, "", 0, "");
			}
			ItemData currentAmo = ((Humanoid)player).GetAmmoItem();
			int num = list.FindIndex((ItemData item) => item == currentAmo);
			if (num == -1)
			{
				num = 0;
			}
			int stack = list[num].m_stack;
			string name = list[num].m_shared.m_name;
			int index = (num + 1) % list.Count;
			int stack2 = list[index].m_stack;
			string name2 = list[index].m_shared.m_name;
			int index2 = (num - 1 + list.Count) % list.Count;
			int stack3 = list[index2].m_stack;
			string name3 = list[index2].m_shared.m_name;
			return (stack, name, stack2, name2, stack3, name3);
		}
	}
	public class ConfigurationManagerAttributes
	{
		[UsedImplicitly]
		public bool? ShowRangeAsPercent;
	}
	public enum CrosshairSelection
	{
		Default,
		CircularGunTarget,
		SimpleCrosshair,
		DartBoardTarget,
		DeviceFocusPoint,
		EyeWideOpen,
		FightingWeaponTarget,
		PistolTarget,
		RoundTargetSymbol,
		SharpDecoratedTarget,
		ShootTargetPoint,
		TargetDesign,
		TriangularCrosshair
	}
	public static class CustomCrosshairs
	{
		public static Sprite _circularGunTarget;

		public static Sprite _simpleCrosshair;

		public static Sprite _dartBoardTarget;

		public static Sprite _deviceFocusPoint;

		public static Sprite _eyeWideOpen;

		public static Sprite _fightingWeaponTarget;

		public static Sprite _pistolTarget;

		public static Sprite _roundTargetSymbol;

		public static Sprite _sharpDecoratedTarget;

		public static Sprite _shootTargetPoint;

		public static Sprite _targetDesign;

		public static Sprite _triangularCrosshair;

		public static void Init()
		{
			_circularGunTarget = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/circular-gun-target.png");
			_simpleCrosshair = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/crosshair.png");
			_dartBoardTarget = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/dart-board-target.png");
			_deviceFocusPoint = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/device-focus-point.png");
			_eyeWideOpen = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/eye-wide-open.png");
			_fightingWeaponTarget = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/fighting-weapon-target.png");
			_pistolTarget = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/pistol-target.png");
			_roundTargetSymbol = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/round-target-symbol.png");
			_sharpDecoratedTarget = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/sharp-decorated-target.png");
			_shootTargetPoint = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/shoot-target-point.png");
			_targetDesign = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/target-design.png");
			_triangularCrosshair = SetupPrefabs._bowBundle.LoadAsset<Sprite>("Assets/CustomAsset/Sprite/triangular-cross-hair.png");
		}
	}
	public static class Helper
	{
		public static double DiminishingReturn(float value, float min, float max)
		{
			float num = max - min;
			float num2 = (value - min) / num;
			return Math.Sin(Math.PI / 2.0 * (double)num2);
		}

		public static bool IsBow(ItemData item)
		{
			return item.m_shared.m_name.ToLower().Contains("bow");
		}

		public static bool IsArrow(ItemData item)
		{
			if (!item.m_shared.m_name.Contains("_arrow"))
			{
				return item.m_shared.m_name.Contains("_bolt");
			}
			return true;
		}

		public static bool CheckBBHMod()
		{
			return Chainloader.PluginInfos.ContainsKey("Azumatt.BowsBeforeHoes");
		}

		public static GameObject Clone(this GameObject gameObject, string name)
		{
			GameObject obj = Object.Instantiate<GameObject>(gameObject, Plugin._PrefabContainer.transform, false);
			((Object)obj).name = name;
			obj.transform.SetParent(Plugin._PrefabContainer.transform, false);
			return obj;
		}

		public static void AddClonedObject(this ZNetScene zNetScene, GameObject gameObject, bool overWrite = true)
		{
			GameObject prefab;
			if ((Object)(object)(prefab = zNetScene.GetPrefab(((Object)gameObject).name)) != (Object)null)
			{
				if (!overWrite)
				{
					return;
				}
				zNetScene.m_prefabs.Remove(prefab);
				zNetScene.m_namedPrefabs.Remove(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name));
			}
			zNetScene.m_prefabs.Add(gameObject);
			zNetScene.m_namedPrefabs.Add(StringExtensionMethods.GetStableHashCode(((Object)gameObject).name), gameObject);
		}

		public static float tFloat(this float value, int digits)
		{
			double num = Math.Pow(10.0, digits);
			return (float)Math.Truncate(num * (double)value / num);
		}

		public static float BackstabBonusMultiplier(float backstabBonus, float skillFactor)
		{
			float num = backstabBonus;
			num = (1f + skillFactor) * backstabBonus / 2f;
			Plugin._sneakAttackMultiplier.SettingChanged += delegate
			{
				num *= Plugin._sneakAttackMultiplier.Value;
			};
			num *= Plugin._sneakAttackMultiplier.Value;
			return Mathf.Max(num, 1f);
		}

		public static void UpdateBackstabMultiplier(ref int index, ref string tooltip, ItemData item)
		{
			string text = $"$item_backstab: <color=orange>{item.m_shared.m_backstabBonus}x</color>";
			index = tooltip.IndexOf(text);
			if (index > -1)
			{
				Player localPlayer = Player.m_localPlayer;
				float num = BackstabBonusMultiplier(item.m_shared.m_backstabBonus, ((Character)localPlayer).GetSkillFactor((SkillType)101));
				string text2 = $"$item_backstab: <color=orange>{item.m_shared.m_backstabBonus}x</color> <color=yellow>({num:#.##}x)</color>";
				tooltip = tooltip.Replace(text, text2);
				index += text2.Length;
			}
		}

		public static void UpdateCriticalMultiplier(ref int index, ref string tooltip, ItemData item)
		{
			float num = 0f;
			float num2 = 0f;
			Plugin._critChance.SettingChanged += delegate
			{
				num = Plugin._critChance.Value;
			};
			num = Plugin._critChance.Value;
			Plugin._critBonus.SettingChanged += delegate
			{
				num2 = Plugin._critBonus.Value;
			};
			num2 = Plugin._critBonus.Value;
			string text = $"\n$bbp_critical_chance: <color=orange>{num}%</color>" + $"\n$bbp_critical_damage: <color=orange>{num2}x</color>";
			tooltip = tooltip.Insert(index, text);
			index += text.Length;
		}

		public static void ApplyWeaponStaggerChanges(ItemDrop item)
		{
			if (IsBow(item.m_itemData))
			{
				item.m_itemData.m_shared.m_attack.m_staggerMultiplier = 0.9f;
			}
		}
	}
	public static class SetupPrefabs
	{
		public static AssetBundle _bowBundle;

		public static GameObject _fxBowCrit;

		public static void Init()
		{
			_bowBundle = PrefabManager.RegisterAssetBundle("bowpluginbundle");
			Arrows();
			Bows();
			Effects();
		}

		private static void Arrows()
		{
			Item item = new Item(_bowBundle, "BBP_Bolt_Bronze");
			item.Crafting.Add(CraftingTable.Forge, 1);
			item.CraftAmount = 20;
			item.RequiredItems.Add("Bronze", 5);
			item.RequiredItems.Add("Resin", 8);
			item.RequiredItems.Add("RoundLog", 10);
			item.RequiredItems.Add("Feathers", 5);
			item.Configurable = Configurability.Full;
			Item item2 = new Item(_bowBundle, "BBP_Bolt_Flint");
			item2.Crafting.Add(CraftingTable.Workbench, 1);
			item2.CraftAmount = 20;
			item2.RequiredItems.Add("Flint", 3);
			item2.RequiredItems.Add("Stone", 5);
			item2.RequiredItems.Add("Wood", 8);
			item2.Configurable = Configurability.Full;
			Item item3 = new Item(_bowBundle, "BBP_Bolt_Wood");
			item3.Crafting.Add(CraftingTable.Inventory, 1);
			item3.CraftAmount = 20;
			item3.RequiredItems.Add("Wood", 10);
			item3.Configurable = Configurability.Full;
			Item item4 = new Item(_bowBundle, "BBP_ExplodingArrow_Fire");
			item4.Crafting.Add(CraftingTable.Forge, 1);
			item4.CraftAmount = 20;
			item4.RequiredItems.Add("BlackMetal", 20);
			item4.RequiredItems.Add("YggdrasilWood", 20);
			item4.RequiredItems.Add("Feathers", 20);
			item4.RequiredItems.Add("Resin", 20);
			item4.Configurable = Configurability.Full;
			Item item5 = new Item(_bowBundle, "BBP_ExplodingArrow_Frost");
			item5.Crafting.Add(CraftingTable.Forge, 1);
			item5.CraftAmount = 20;
			item5.RequiredItems.Add("BlackMetal", 20);
			item5.RequiredItems.Add("YggdrasilWood", 20);
			item5.RequiredItems.Add("Feathers", 20);
			item5.RequiredItems.Add("FreezeGland", 20);
			item5.Configurable = Configurability.Full;
			Item item6 = new Item(_bowBundle, "BBP_ExplodingArrow_Poison");
			item6.Crafting.Add(CraftingTable.Forge, 1);
			item6.CraftAmount = 20;
			item6.RequiredItems.Add("BlackMetal", 20);
			item6.RequiredItems.Add("YggdrasilWood", 20);
			item6.RequiredItems.Add("Feathers", 20);
			item6.RequiredItems.Add("Guck", 20);
			item6.Configurable = Configurability.Full;
			Item item7 = new Item(_bowBundle, "BBP_ExplodingBolt_Fire");
			item7.Crafting.Add(CraftingTable.Forge, 1);
			item7.CraftAmount = 20;
			item7.RequiredItems.Add("BlackMetal", 20);
			item7.RequiredItems.Add("YggdrasilWood", 20);
			item7.RequiredItems.Add("Feathers", 20);
			item7.RequiredItems.Add("Resin", 20);
			item7.Configurable = Configurability.Full;
			Item item8 = new Item(_bowBundle, "BBP_ExplodingBolt_Frost");
			item8.Crafting.Add(CraftingTable.Forge, 1);
			item8.CraftAmount = 20;
			item8.RequiredItems.Add("BlackMetal", 20);
			item8.RequiredItems.Add("YggdrasilWood", 20);
			item8.RequiredItems.Add("Feathers", 20);
			item8.RequiredItems.Add("FreezeGland", 20);
			item8.Configurable = Configurability.Full;
			Item item9 = new Item(_bowBundle, "BBP_ExplodingBolt_Poison");
			item9.Crafting.Add(CraftingTable.Forge, 1);
			item9.CraftAmount = 20;
			item9.RequiredItems.Add("BlackMetal", 20);
			item9.RequiredItems.Add("YggdrasilWood", 20);
			item9.RequiredItems.Add("Feathers", 20);
			item9.RequiredItems.Add("Guck", 20);
			item9.Configurable = Configurability.Full;
		}

		private static void Bows()
		{
			Item item = new Item(_bowBundle, "BBP_Crossbow_BlackMetal");
			item.Crafting.Add(CraftingTable.Forge, 1);
			item.RequiredItems.Add("BBP_Crossbow_Silver", 1);
			item.RequiredItems.Add("BlackMetal", 64);
			item.RequiredItems.Add("FineWood", 44);
			item.RequiredItems.Add("Chain", 6);
			item.RequiredUpgradeItems.Add("BlackMetal", 32);
			item.RequiredUpgradeItems.Add("FineWood", 22);
			item.RequiredUpgradeItems.Add("Chain", 3);
			item.Configurable = Configurability.Full;
			Item item2 = new Item(_bowBundle, "BBP_Crossbow_Bronze");
			item2.Crafting.Add(CraftingTable.Forge, 1);
			item2.RequiredItems.Add("BBP_Crossbow_Flint", 1);
			item2.RequiredItems.Add("Bronze", 12);
			item2.RequiredItems.Add("RoundLog", 4);
			item2.RequiredItems.Add("Tin", 8);
			item2.RequiredUpgradeItems.Add("Bronze", 6);
			item2.RequiredUpgradeItems.Add("RoundLog", 2);
			item2.RequiredUpgradeItems.Add("Tin", 4);
			item2.Configurable = Configurability.Full;
			Item item3 = new Item(_bowBundle, "BBP_Crossbow_Flint");
			item3.Crafting.Add(CraftingTable.Workbench, 1);
			item3.RequiredItems.Add("Flint", 8);
			item3.RequiredItems.Add("RoundLog", 2);
			item3.RequiredItems.Add("Wood", 10);
			item3.RequiredItems.Add("BoneFragments", 4);
			item3.RequiredUpgradeItems.Add("RoundLog", 1);
			item3.RequiredUpgradeItems.Add("Wood", 5);
			item3.RequiredUpgradeItems.Add("BoneFragments", 2);
			item3.Configurable = Configurability.Full;
			Item item4 = new Item(_bowBundle, "BBP_Crossbow_Iron");
			item4.Crafting.Add(CraftingTable.Forge, 1);
			item4.RequiredItems.Add("BBP_Crossbow_Bronze", 1);
			item4.RequiredItems.Add("Iron", 28);
			item4.RequiredItems.Add("ElderBark", 12);
			item4.RequiredItems.Add("FineWood", 8);
			item4.RequiredUpgradeItems.Add("Iron", 14);
			item4.RequiredUpgradeItems.Add("ElderBark", 6);
			item4.RequiredUpgradeItems.Add("FineWood", 4);
			item4.Configurable = Configurability.Full;
			Item item5 = new Item(_bowBundle, "BBP_Crossbow_Silver");
			item5.Crafting.Add(CraftingTable.Forge, 1);
			item5.RequiredItems.Add("BBP_Crossbow_Iron", 1);
			item5.RequiredItems.Add("Silver", 40);
			item5.RequiredItems.Add("FineWood", 32);
			item5.RequiredItems.Add("WolfFang", 10);
			item5.RequiredUpgradeItems.Add("Silver", 20);
			item5.RequiredUpgradeItems.Add("FineWood", 16);
			item5.RequiredUpgradeItems.Add("WolfFang", 5);
			item5.Configurable = Configurability.Full;
			Item item6 = new Item(_bowBundle, "BBP_BoneBow");
			item6.Crafting.Add(CraftingTable.Workbench, 1);
			item6.RequiredItems.Add("BoneFragments", 8);
			item6.RequiredItems.A